Organizing multiple IntelliJ projects with common modules - intellij-idea

We have a family of Java-based products which use common modules. Typically, I just work on a single product at a time, and load all of the necessary modules into a project for that product. This works nicely when I want to have IntelliJ help me with all of the interrelationships within the source code used by a particular product. This is useful both for static analysis and debugging.
However, if I choose to work on multiple products simultaneously, and I have the same modules loaded in those project, I notice that IntelliJ seems to spend a lot of time re-indexing. For example, if I modify the code in commonModule1, both Project1 and Project2 need to update their indices.
How can I organize my projects to limit re-indexing, while still allowing me to easily debug the common source?

Related

List all direct and transitive project dependencies of a given project (.??proj)

I'm in the process of introducing FAKE as a build tool.
ProjectScaffold looks like a great start in addition to the FAKE help.
However in my case, listing relevant csproj/fsproj files cannot easily be achieved with !! "src/**/*.??proj" as used in the "AssemblyInfo" target for instance. The reason being that my repo contains code for different products + common code, not properly laid out under dedicated directories.
My plan is to start from the product's entry assembly and navigate recursively its projects dependencies to yield the full list of projects involved in the given product's build.
I believe MSBuild should be able to help with this. Obviously, I want to avoid building everything twice: once to get the list of projects before altering their assembly info and then the actual build.
Or maybe there are helpers in FAKE that could help with this task?
Any other advice when it comes to handling different product builds living under the same repo is welcome. Note that breaking down this repo into smaller repos (one per product) might be considered in the future, but not at the moment.

is it possible to have two project views in intellij idea

I am working with a big project on my IDEA with many modules. I would like to compare files and directories in the project view. Scrolling each time just to select the files for comparison is tedious. I am not using scroll from source so what I wanted to have is two views of the project, each one is scrolled to different files.
Is there a way to achieve that? Or any other alternative?
The closest you can get is the favourites view where you can drop individual files into a list and then compare them without having to scroll around the project view. Unfortunately that is only any use if you are comparing the same sets of files each time.
Unfortunately there is no out of the box way to do that, IDEA can run multiple instances, each with a different project, but switching is kind of painful.
One workaround is to import multiple maven projects as a modules of one project as described in this question.
There is an issue for that feature in the JetBrains issue tracker, it is interesting to read the conversation history there. Currently it seems JetBrains do not plan to implement this feature anywhere in the future.
...it makes no sense in IDEA. Unlike other platform-based IDEs, IDEA
supports multi-module projects, and all the contents displayed in a
single frame are modules of a single project. Introducing an extra
level of hierarchy above that would be unnecessary and extremely
confusing.
...
We don't have any plans to provide any other solution for this. The
1:1 correspondence between projects and frames is essential to the
internal design of IntelliJ IDEA: by definition, a project is the set
of code opened in a single frame. There is no way to change this
without rewriting the whole IDE, which we don't plan to do.
There was such view in intelliJ called Commander. Since last versions it's not shipped together with intelliJ, but you can install it as a plugin.
I think it will be helpful for your case.

Should every module in Android Studio create a .so file?

I am new to Android Studio and trying to understand how it works. I have a project which is a mixed code base (C++ and Java) and trying to convert that to an Android Studio project.
As of now, I am building my app from command line because my app is currently not using any IDE, it is made up of multiple folders. I was wondering if I should be structuring my project such that every module creates a .so file? In another words should I have:
One module and multiple folder under it
Multiple modules
Does every module create one .so file or multiple .so files?
This depends on the size and complexity of your project. One advantage of having multiple shared libraries (.so files) is that if you make binary-compatible changes in one area of the codebase, you don't have to recompile your entire project. You can just rebuild the module which you made changes in, and the dependent modules will link to the updated library.
If your project is quite large and rebuilding everything takes a long time, this can be a big timesaver. If you want to be able to reuse certain modules in other projects without having to pull in all the code from this project, it would make sense to separate into modules.
Splitting your C++ code into multiple modules does add some complexity to the build (and the syntax to specify C++ builds keeps changing on top of that), so you'll want to take that into account when you decide.

How to Group Plug-ins into Features

We are struggeling hard with how to use features the correct way.
Let’s say we have the plug-in org.acme.module which depends on org.thirdparty.specific and org.acme.core.
And we have the plug-in org.acme.other which depends on org.acme.core.
We want to create an application from these, which includes a target file and a product file. We have the following options:
One feature per module:
org.acme.core.feature
org.acme.core
org.acme.module.feature
org.acme.module
org.acme.other.feature
org.acme.other
org.thirdparty.specific.feature
org.thirdparty.specific
This makes the target and product files gigantic, and the dependencies are very hard to manage manually.
One feature per dependency group:
org.acme.module.feature
org.acme.core
org.acme.module
org.thirdparty.specific
org.acme.other.feature
org.acme.core
org.acme.other
This approach makes the dependencies very easy to manage, and the target and product files are easy to read and maintain. However it does not work at all. The moment org.acme.core changes, you need to change ALL the features. Furthermore, the application has no say in what to package, so it can’t even decide to update org.acme.core (because of a bugfix or something).
Platform Feature:
org.acme.platform.feature
org.acme.core
org.acme.other
org.thirdparty.specific (but could be its own feature)
org.acme.module.feature
org.acme.module
This is the approach used for Hello World applications and Eclipse add-ons - and it only works for those. Since all modules' target platforms would point to org.acme.platform.feature, every time anything changes for any platform plug-in, you'd have to update org.acme.platform.feature accordingly.
We actually tried that approach with only about 50 platform plug-ins. It's not feasible to have a developer change the feature for every bugfix. (And while Tycho supports version "0.0.0", Eclipse does not, so it's another bag of problems to use that. Also, we need reproducibility, so having PDE choose versions willy-nilly is out of the question.)
Again it all comes down to "I can't use org.acme.platform.feature and override org.acme.core's version for two weeks until the new feature gets released.
The entire problem is made even more difficult since sometimes more than one configuration of plug-ins are possible (let's say for different database providers), and then there are high level modules using other child modules to work correctly, which has to be managed somehow.
Is there something we are missing? How do other companies manage these problems?
The Eclipse guys seem to use the “one feature per module” approach. Not surprisingly, since it’s the only one that works. But they don’t use target platforms nor product files.
The key to a successful grouping is when to use "includes" in features and when to just use dependencies. The difference is that "includes" are really included, i.e. p2 will install included bundles and/or included features all the time. That's the reason why you need to update a bundle in every feature if it's included. If you don't update it, you will end up with multiple versions in the install.
Also, in the old day one had to specify dependencies in features. These days, p2 will mostly figure out dependencies from the bundles. Thus, I would actually stop specifying dependencies in features but just includes. Think of features as a way to specify what gets aggregated.
Another key point to grouping is - less is more. If you have as many features as bundles chances a pretty high that you have a granularity issue. Instead, think about what would a user install separately. There is no need to have four features for things that a user would never install alone. Features should not be understood as a way of grouping development/project structures - that's where folders in SCM or different SCM repos are ok. Think of features as deployment structures.
With that approach, I would recommend a structure similar to the following example.
my.product.base
base feature containing the bare minimum of the product
could be org.acme.core plus a few minimum
my.product.base.dependencies
features with 3rd party libraries for my.product.base
my.addon.xyz
feature bundling an add-on
separate features for things that can be installed separately
my.addon.xyz.dependencies
3rd party libraries for add-on dependencies
Now in the product definition I would list just my.product.base. There is no need to also list the dependencies features. p2 will fetch and install the dependencies automatically. However, if you want to bind your product to specific versions of the dependencies and don't want p2 to select any matching one, then you must include the my.product.base.dependencies feature.
In the target definition I would include a "my.product.sdk" feature. That feature is an aggregation feature of all other features. It makes target platform management easier. I typically create an sdk feature with everything.
Another feature that is also very often seen is a "master" feature. This is an "everything" feature that maybe used for creating a p2 repository during the build. The resulting p2 repository is then used for assembling products.
For a more real world example see here:
http://git.eclipse.org/c/gyrex/gyrex-server.git/tree/releng/features
Features and Continuous Delivery
There was a comment regarding frequent updates to feature.xml. A feature.xml only needs to be modified when there is a change in structure. No updates need to happen when the bundle version is modified. You should reference bundles in features with version 0.0.0. That makes Tycho to fill in the proper version at build time. Thus, all you need to do is commit a change to any bundle and then kick off a rebuild. Tycho also takes care of updating the feature qualifier based on the qualifiers of the contained bundles. Thus, the new feature qualifier will be different than in a previous build.

What is the best way to organize source code of a large Cocoa application in Xcode?

Here is what I'm looking for:
I'd like to separate pieces of functionality into modules or components of some sort to limit visibility of other classes to prevent that each class has access to every other class which over time results in spaghetti code.
In Java & Eclipse, for example, I would use packages and put each package into a separate project with a clearly defined dependency structure.
Things I have considered:
Using separate folders for source files and using Groups in Xcode:
Pros: simple to do, almost no Xcode configuration needed
Cons: no compile-time separation of functionality, i.e. access to everything is only one #import statement away
Using Frameworks:
Pros: Framework code cannot access access classes outside of framework. This enforces encapsulation and keeps things separate
Cons: Code management is cumbersome if you work on multiple Frameworks at the same time. Each Framework is a separate Xcode project with a separate window
Using Plugins:
Pros: Similar to Frameworks, Plugin code can't access code of other plugins. Clean separation at compile-time. Plugin source can be part of the same Xcode project.
Cons: Not sure. This may be the way to go...
Based on your experience, what would you choose to keep things separate while being able to edit all sources in the same project?
Edit:
I'm targeting Mac OS X
I'm really looking for a solution to enforce separation at compile time
By plugins I mean Cocoa bundles (http://developer.apple.com/library/mac/#documentation/Cocoa/Conceptual/LoadingCode/Concepts/Plugins.html)
I have worked on some good-sized Mac projects (>2M SLOC in my last one in 90 xcodeproj files) and here are my thoughts on managing them:
Avoid dynamic loads like Frameworks, Bundles, or dylibs unless you are actually sharing the binaries between groups. These tend to create more complexity than they solve in my experience. Plus they don't port easily to iOS, which means maintaining multiple approaches. Worst, having lots of dynamic libraries increases the likelihood of including the same symbols twice, leading to all kinds of crazy bugs. This happens when you directly include some "helper" class directly in more than one library. If it includes a global variable, the bugs are awesome as different threads use different instances of the global.
Static libraries are the best choice in many if not most cases. They resolve everything at build time, allowing code stripping in your C/C++ and other optimizations not possible in dynamic libraries. They get rid of "hey, it loads on my system but not the customer's" (when you use the wrong value for the framework path). No need to deal with slides when computing line numbers from crash stacks. They catch duplicate symbols at build time, saving many hours of debugging pain.
Separate major components into separate xcodeproj. Really think about what "major" means here, though. My 90-project product was way too many. Just doing dependency checking can become a very non-trivial exercise. (Xcode 4 can improve this, but I left the project before we ever were able to get Xcode 4 to reliably build it, so I don't know how well it did in the end.)
Separate public from private headers. You can do this with static libs just as well as you can with Frameworks. Put the public headers in a different directory. I recommend each component have its own public include directory for this purpose.
Do not copy headers. Include them directly from the public include directory for the component. Copying headers into a shared tree seems like a great idea until you do it. Then you find that you're editing the copy rather than the real one, or you're editing the real one, but not actually copying it. In any case, it makes development a headache.
Use xcconfig files, not the build pane. The build pane will drive you crazy in these kinds of big projects. Mine tend to have lines like this:
common="../../common"
foo="$(common)/foo"
HEADER_SEARCH_PATHS = $(inherited) $(foo)/include
Within your public header path, include your own bundle name. In the example above, the path to the main header would be common/foo/include/foo/foo.h. The extra level seems a pain, but it's a real win when you import. You then always import like this: #import <foo/foo.h>. Keeps everything very clean. Don't use double-quotes to import public headers. Only use double-quotes to import private headers in your own component.
I haven't decided the best way for Xcode 4, but in Xcode 3, you should always link your own static libraries by adding the project as a subproject and dragging the ".a" target into your link step. Doing it this way ensures that you'll link the one built for the current platform and configuration. My really huge projects haven't been able to convert to Xcode 4 yet, so I don't have a strong opinion yet on the best way there.
Avoid searching for custom libraries (the -L and -l flags at the link step). If you build the library as part of the project, then use the advice above. If you pre-build it, then add the full path in LD_FLAGS. Searching for libraries includes some surprising algorithms and makes the whole thing hard to understand. Never drop a pre-built library into your link step. If you drop a pre-built libssl.a into your link step, it actually adds a -L parameter for the path and then adds -lssl. Under default search rules, even though you show libssl.a in your build pane, you'll actually link to the system libssl.so. Deleting the library will remove the -l but not the -L so you can wind up with bizarre search paths. (I hate the build pane.) Do it this way instead in xcconfig:
LD_FLAGS = "$(openssl)/lib/libssl.a"
If you have stable code that is shared between several projects, and while developing those projects you're never going to mess with this code (and don't want the source code available), then a Framework can be a reasonable approach. If you need plugins to avoid loading large amounts of unnecessary code (and you really won't load that code in most cases), then bundles may be reasonable. But in the majority of cases for application developers, one large executable linked together from static libraries is the best approach IMO. Shared libraries and frameworks only make sense if they're actually shared at runtime.
My suggestion would be:
Use Frameworks. They're the most easily reusable build artifact of the options you list, and the way you describe the structure of what you are trying to achieve sounds very much like creating a set of Frameworks.
Use a separate project for each Framework. You'll never be able to get the compiler to enforce the kind of access restrictions you want if everything is dumped into a single project. And if you can't get the compiler to enforce it, then good luck getting your developers to do so.
Upgrade to XCode4 (if you haven't already). This will allow you to work on multiple projects in a single window (pretty much like how Eclipse does it), without intermingling the projects. This pretty much eliminates the cons you listed under the Frameworks option.
And if you are targeting iOS, I very strongly recommend that you build real frameworks as opposed to the fake ones that you get by using the bundle-hack method, if you aren't building real frameworks already.
I've managed to keep my sanity working on my project which has grown over the past months to fairly large (number of classes) by forcing myself to practice Model-View-Control (MVC) diligently, plus a healthy amount of comments, and the indispensable source control (subversion, then git).
In general, I observe the following:
"Model" Classes that serialize data (doesn't matter from where, and including app's 'state') in an Objective-C 1 class subclassed from NSObject or custom "model" classes that inherits from NSObject. I chose Objective-C 1.0 more for compatibility as it's the lowest common denominator and I didn't want to be stuck in the future writing "model" classes from scratch because of dependency of Objective-C 2.0 features.
View Classes are in XIB with the XIB version set to support the oldest toolchain I need to support (so I can use a previous version Xode 3 in addition to Xcode 4). I tend to start with Apple provided Cocoa Touch API and frameworks to benefit from any optimization/enhancement Apple may introduce as these APIs evolve.
Controller Classes contain usual code that manages display/animation of views (programmatically as well as from XIBs) and data serialization of data from "model" classes.
If I find myself reusing a class a few times, I'd explore refactoring the code and optimizing (measured using Instruments) into what I call "utility" classes, or as protocols.
Hope this helps, and good luck.
This depends largely on your situation and your own specific preferences.
If you're coding "proper" object-oriented classes then you will have a class structure with methods and variables hidden from other classes where necessary. Unless your project is huge and built of hundreds of different distinguishable modules then its probably sufficient to just group classes and resources into folders/groups in XCode and work with it that way.
If you've really got a huuge project with easily distinguishable modules then by all means create a framework. I would suggest though that this would only really be necessary where you are using the same code in different applications, in which case creating a framework/extra project would be a good way to effectively copy code between projects. In practically all other cases it would probably just be overkill and much more complicated than needed.
Your last idea seems to be a mix of the first two. Plugins (as I understand you are describing - tell me if I'm wrong) are just separated classes in the same project? This is probably the best way, and should be done (to an extent) in any case. If you are creating functionality to draw graphs (for example) you should section off a new folder/group and start your classes and functionality within that, only including those classes into your main application where necessary.
Let me put it this way. There's no reason to go over the top... but, even if just for your own sanity - or the maintainability of your code - you should always endeavour to group everything up into descriptive groups/folders.